The three unused, original weapon sprites - laser, Sheep-on-a-rope and black gun - would be great additions of new weapons with unique mechanics.

Add them as default weapons.

My proposals on the weapons' mechanics:
1) Laser:
a two-shot weapon with low damage (~15hp);
fires a laser beam for a certain amount of time (~10sec);
can be aimed during firing (like the flamethrower);
the beam will cut through terrain and create a tunnel too small for worms but big enough for animals and other projectiles;
a worm hit by the beam will get nudged slightly (like the prod);
the laser beam can be reflected off terrain on low angles, but damage and burning through terrain will be reduced;
oil barrels and weapon crates will heat up and explode (like flames do).

2) Sheep-on-a-rope:
Bring it back!
Possible mechanics:
--oldschool, like in W:DC with the worm firing a rope and the suddenly appearing.
--new school (consistent with other sheep-type wepaons), where the worm drops a standard sheep and on the second press of the button the rope fires from the sheep, possibly straight up (the also supersheep launches straight up).

2) Black gun:
Use it as an "Gamma ray gun", as previously suggested by Run in his Worms Unlimited proposal.

A two shot weapon that can fire through terrain;
Damage maybe lower to the shotgun;
oil barrels and weapon crates should heat up due to the high energy gamma rays;
radiation sickness (poison effect).

The three unused, original weapon sprites - laser, Sheep-on-a-rope and black gun - would be great additions of new weapons with unique mechanics.

Add them as default weapons.

My proposals on the weapons' mechanics:
1) Laser:
a two-shot weapon with low damage (~15hp);
fires a laser beam for a certain amount of time (~10sec);
can be aimed during firing (like the flamethrower);
the beam will cut through terrain and create a tunnel too small for worms but big enough for animals and other projectiles;
a worm hit by the beam will get nudged slightly (like the prod);
the laser beam…

I don’t feel that adding hard-coded gameplay mechanics elements, such as weapons, is part of our goal. This might happen when support for custom weapons (a-la Fiddler) will be added.

Edit: maybe I should make it clear that just because someone drew these sprites, it’s still not trivial to add them as new weapons. They need to be converted, palletized, added to the graphics archives and redistributed, not to mention all the game engine changes required to make these work.

It is said that these sounds are completely disabled in 3.6.29.0. However, I hope it can be re-enabled in a different condition -- if the player has dealt 100% (not 50%) the maximum damage possible from an exploding projectile.

If you’d like to see this idea implemented, we need to decide when each of these sounds should be played. The proposed idea (100% practical damage, possibly at long distances) is good but it doesn’t mention how the sound is chosen. It’d be nice to get a discussion going with some ideas for each, but nothing too hard to implement. You may want to also check how these sounds appear in other soundbanks, as well.

There are alot of weapons in game which the AI cannot use. Some weapons follow simular opperational techniques as others (such as Priceless Ming Vase being used like Dynamite)
Further more, it appears that the AI will not use some of its weapons until it runs out of ammo for others. For example, the AI wont use Cluster bombs till its out of ammo for Grenades. Could the AI be made to work out which weapon would be better rarther than just using what's next?

If this would make too much of a change to things like missions, then this AI improvement could be set into a new AI difficulty (CPU 6). So Deathmatch and Missions would be untouched since they ofcourse only go as high as CPU 5.

There are alot of weapons in game which the AI cannot use. Some weapons follow simular opperational techniques as others (such as Priceless Ming Vase being used like Dynamite)
Further more, it appears that the AI will not use some of its weapons until it runs out of ammo for others. For example, the AI wont use Cluster bombs till its out of ammo for Grenades. Could the AI be made to work out which weapon would be better rarther than just using what's next?

If this would make too much of a change to things like missions, then this…

in Worms 2, when parachute is activated, you could choose which way you shoot your rope, by using the left/right arrows +space..... the angle of the rope was the same as originally shot rope, just like in w:a... but for some reason this feature was disabled when w:a came out... can we bring it back?? will add another level of skill to the game, also: wont have plops in ttrr due to unlucky winds

Though it's probably asking for a bit much and not something you care to work on, I think it'd be awesome if all of Worms 2 and Worms World Party could be integrated into Version 5.0 or further, so that the entire Worms Triple Pack would use a single binary and the updated engine. And possibly convincing Team 17 to re-release the Worms Triple Pack on Steam.

I would like the idea of can change the kind of skunk that u throw (by pressing a number) , a example of diferent poison can be these :

A poison that makes the worms affected to fall asleep.
The sleepy worm cant move or attack , and he wont wake up ever until it got pushed or attacked.

If you only have 1 worm and it falls asleep , a nearby explosion , drop or shout can wake up it.

A poison that can paralize a worm. The worms affected by this poison wont be able to move (they can use rope or jetpack) as if the artillery mode were on for them. They can shoot , and they will be able to move after the number of teams x3 (if there are 4 teams , the worm will be able to move after 12 turns). Collecting a health crate allows again the worms to move.

I havent tought about more kind of poisons , if someone has another idea of one , post it plz :)

This kinds of poisons can be used in Suicide bomb too.

I would like the idea of can change the kind of skunk that u throw (by pressing a number) , a example of diferent poison can be these :

A poison that makes the worms affected to fall asleep.
The sleepy worm cant move or attack , and he wont wake up ever until it got pushed or attacked.

If you only have 1 worm and it falls asleep , a nearby explosion , drop or shout can wake up it.

A poison that can paralize a worm. The worms affected by this poison wont be able to move (they…

Add missions for 2-4 players and that they will be available in online and lan, or if there will be mission editor/creator for WA, allow it that you can build missions for 2-4 players and give then play with them in online and lan.

When LOADS of worms are killed in one turn, it can take ages to go through all the animations of the worms dying. Include an option to skip these completely or speed them up. I guess this would be controlled by the host.